Batman: Rise of Sin Tzu - Boss FAQ

Batman: The Rise of Sin Tzu
General/Boss FAQ
1.0 Introview
2.0 Basic Basics
3.0 Bosses
.1 Scarecrow
.2 Clayface
.3 Bane
.4 Sin Tzu
Introview
Batman: The Rise of Sin Tzu is a 30s-esque play on similar "foreign" threats
the Manchurian Candidate or The Shadow tries to villainise. It is nevertheless
a rather interesting game for the followers of the animated series. The extra
artwork is a gorgeous addition to any fan site (be sure to credit the art guys
at Warner/Warner Interactive and Ubisoft). For more game info, as well as all
other issues, head to Ubisoft's Offical Website.
Basic Basics
The game brings in four characters - Batman, Batgirl (or Batgrrrl), Kid Robin,
and Nightwing Formerly Known As Robin. Although you can "change characters" in
between games (at least on the Xbox version), you can only gain points on the
present stage/mission and the lack of replay denies you an opportunity to go
back and replay stages for more points to buy moves and stuff.
For this reason, pick one character (they all play mostly the same) and stick
with him/her/it until the end of the game. Kid Robin and Batgrrrl are "light"
characters" and deliver more hits than damage (for more points), while Batman
(if referring to Adam West, it will be 'Fatman') and Nightwing Formerly Known
As Robin are "heavy fighters" who deliver more damage (only slightly) at the
cost of hits (but not too many). You should pick the one you like the best -
although Batman and Nightwing take slightly less damage than the lighter capes.
P O W E R U P !
Just like in Altered Beast you can "power up" using the inter-stage
point system. How you get them is important - more on that later - but how you
spend them are just as important. Without slamming the simplicity of the combo
system, let's just say that there are eight groups of special moves available:

Primary Combos

Unblockable Short Combos

Jump Attacks

Chain (non-Knockdown) Combos

Power Bar Combos

Throws / Buddy Throw

Power Bar Throw

Gadgets (Batarang, Smoke Pellet, Bat Hook)

Although there are "eight groups" the moves are actually divided into five tiers
of advance (higher tiers cost more points to master). Although you can beat most
of the game using the moves you start off with, extra moves allows you to do
more damage and get more points for buying moves.
How Should Heroes Invest Their Points?
If you are good at timing the punches and kicks, then go with the power moves.
If you are simply looking to mash buttons, then you can skip almost all moves
except for a Unblockable (only one) and plow your points into the Smoke Pellet
(just the one) and upgrading the Batarang to the Electrorang, then the Ricochet.
There are quite a few enemies in the stage leading up to the last boss - and they
all can be disabled or stunned using the Ricochet weapon, allowing you to evade
or attack them.
Throws are not really necessary (Batgrrrl's throw can throw enemies off ledges -
you may want to buy hers), but buying one will not really hurt your expendable
point income. Power Bar Combos require a fully functional Power Meter, so they
are not good buys for the most part. Unless you have a fully capable (and fully
interested) gaming buddy, do not buy the buddy throw, although that move is
capable of filling the power bar very fast (almost instantaneously).
1. Primary Combos - build the most points by virtue of their multi-hit nature.
The higher end moves build the most points, and if tacked on the end of a chain
combo, you can earn extra points. Consider getting one around the level 4 or 5
level the first time around.
2. Unblockable Short Combos - are the moves used to break blocks on turtling
enemies. You may not need any if you learn to use the Batarang to cause stun
before going in to attack.
3. Jump Attacks - are unblockable for the most part, but only lands one blow as
opposed to several for combo points. If you need to break past a blocking enemy,
use one of these instead. On the other hand, buying this move takes up precious
points on your first try trhough the game.
4. Chain (non-Knockdown) Combos - Consider getting one of these to extend the
number of hits you can land in one series of attacks. Start off with the Chain
Combo then gravitate to the other moves available to do the most damage. Like
Killer Instinct you can use chain combos to link chain combos to another chain
combo, but after a while, the enemy will either die or will recover.
5. Power Bar Combos - Are only used when the Power Meter is full. You may want
to buy one that is easy to do (PUNCH - PUNCH ... hold.PUNCH) for the fight with
Sin Tzu. The basic power move (hold.PUNCH or hold.KICK) are OK but do not really
do a lot of damage to Sin Tzu, although they work well against common thugs.
6. Throws - need to be earned before the GRAB function even works on enemies. To
begin, you will want to buy the GRAB - GRAB move. Then depending if you have a
constant, reliable buddy to play the game with you, you can move on to buying
a Buddy Throw that can fill Power Bars like no tomorrow. Note that Throws do
not work against some enemies, and are ineffective against bosses.
7. Power Bar Throw - is a more powerful version of the regular throw. Unless you
have points to spare, you may want to focus on upgrading other moves instead.
8. Gadgets - cover the pellets, Batarangs, and Bat Grapple the heroes use. Good
improvements are the Electrorang and Ricochet (they need to be bought in order)
and the Smoke Pellets, in case you are surrounded with no active Power Bar. Get
Flash Pellets if you have points to spare but you may as well spend points for
the Ricochet if you need to stun enemies at that distance. Avoid the Bat Grapple
until that is the last skill needed to get "100%".
Bosses
There are only four bosses in the game: Scarecrow, Clayface, Bane, and Sin Tzu.
The other villains were left in the freeze for some reason but make brief cameos
as unwanted wax museum rejects slash coma patients in Arkham Asylum.
Scarecrow
The Scarecrow relies on fear to instill terror on his victims. In a game
sense, this translates into higher life bars when the fear gas is in effect (and
enemies appear as monsters). The Scarecrow is a cheap boss, since he "vanishes"
when the gas is used. "Ghosts" attack during this phase, until a hero manages to
hit the boss.
Use the sound of the boss' taunts to guide you where to go (on a 2P game, sound
is distally averaged between players). Or strike out randomly, and Scarecrow will
be revealed. Once revealed, rack hits on the villain until he vanishes again.
Repeat the pattern until Scarecrow gives up the ghost.
Clayface
Clayface doesn't move (in fact, it is doubtful any cape can make it move) and
just prefers to attack using its morphing powers from the center of the dynamo.
Did you hear "dynamo"? Electricity will fry Clayface into submission (so you can
attack and damage him). To build ample charge to do this, hit both electrodes on
the sides of the dynamo room with a Batarang. Three hits to each electrode will
cause a big enough surge to arc between them and fry Clayface.
Once the boss is vulnerable, attack all at once until Clayface recovers. The boss
can shoot small versions of himself out to attack - if you play on Normal or Easy,
you can get life from the defeated enemies (just keep away from Clayface). Repeat
the electrode zap method on the boss until Clayface's will crumbles.
Bane
Bane's surprise attack is no big surprise. Since this boss moves, make sure to
stay out of the way by using the dash/dodge move (all characters). On the first
phase, Bane will attempt to rush heroes and crush them. If Bane misses a hero
or hits a wall, he is stunned and vulnerable for a short time. This is the only
manner to make the boss vulnerable, so stay away and get ready to dodge.
The second phase involves Bane taking horse steroids. In this enhanced state,
the boss will not falter when he misses, but will falter when he strikes a wall.
Loiter near a wall and dodge when Bane charges; then strike him when the chance
arises. Bane will create a shockwave and shower the arena with rocks if heroes
get close, so when he regains his balance, stop attacking and flee to a safe
distance. Unless you deliberately get caught in the bear hug, Bane will prove
no problem to any hero.
Sin Tzu
This boss is cheap since he cannot be damaged except by Power Moves. To begin,
Sin Tzu tele-dashes when any cape gets too close. Instead, players need to dash/
dodge towards him (do it so the hero can dash/dodge to hit Sin Tzu in one move)
to be able to get into range. Once that is done, simply build the Power Bar by
doing Chain Combos followed by the longest Primary Combo available.
Once Sin Tzu is knocked down, retreat to a safe distance.
That is not an empty "tip". Not retreating will result in Sin Tzu tearing your
ass apart with his disciplined Mongloid hands, and you will need all the lives
and life to survive the enemies and fireballs the boss sics on the players.
Here, "safe distance" means you can see Sin Tzu on screen, but far enough to
see him raise his hands (as a signal he will follow with attacking).
When Sin Tzu raises his hands, he will dash strike towards the nearest hero
(this is one fight where both players need to be really alert). If he hits a
hero, other hero (or the struck hero, when he/she gets up) can land a Power
Blow on Sin Tzu. It's preferable not to get hit, and to dodge instead. Sin
Tzu does four dashes in a row, followed by a final blow where he stops at
the end of the fourth dash.
Once three Power Blows are landed, the boss will jump to the center of the
arena and do a damaging shockwave attack. Simply guard to pass this part.
The boss then disappears into a central tower and sics his cronies on you.
Sin Tzu will also fire his signature control-swapping fire ball and normal
fireballs during this phase. Here, having two players is better. Once all
the enemies are defeated, Sin Tzu reappears in the middle of the arena and
the pattern starts again from there.
Cheats
Cheats make it faster to finish the game, so have fun. On the title screen
where Story Mode, Challenge Mode, Trophy Room, et al can be selected, hold
all the shoulder buttons (and only the shoulder buttons for your console's
controller) and enter the following:
All moves & gadgets - UP, UP, LEFT, LEFT, RIGHT, RIGHT, DOWN, DOWN
D.Knight Difficulty - DOWN, LEFT, RIGHT, UP, UP, RIGHT, LEFT, DOWN
Unlock All Trophies - DOWN, UP, DOWN, UP, LEFT, RIGHT, LEFT, RIGHT
Infinite Power Bar - LEFT, RIGHT, UP, DOWN, RIGHT, LEFT, DOWN, UP
Infinite Health Bar - UP, RIGHT, DOWN, LEFT, UP, LEFT, DOWN, RIGHT
Cheats courtesy of IGN Cheats - http://cheats.ign.com
All cheats reset when the power is turned off, so you cannot save their effects.
Batgrrrrl can polish my Batarang any day, except Friday.
She needs to tongue wash it on Friday. Huhuhuhuhuhu.
simalcrum@hotmail.com